So I was walking down a street one night when a door caught my attention. Being the adventurous sort I knocked and went in...wait, to anyone acquainted with Tesshi-e'sroom escape efforts this scenario is entirely too familiar, but it's not May so why is the opening from Mild Escape playing? Could it be that Tesshi-e has once again gone back into the vault and re-made another early effort? Why, yes it is! Welcome to Mild Escape 2 (2014), the designer's re-imagining of one of their early escape games.

Every spring since the original came out in 2008 an anniversary celebration occurs with a new Mild Escape game. The original Mild Escape 2 was Tesshi-e's first anniversary present and first foray into 3D graphics, and the backgrounds were cruder, the puzzles simpler and the entire scenario played out only in Japanese, so it is lovely that they have gone back and revamped the whole thing for a wider audience. Familiar faces pop up, and new mysteries abound. The game is classic Tesshi-e, with perhaps slightly easier than usual puzzles. Everything that we've come to know and love about Tesshi-e is now present in the new game... the improved graphics, the jazzy accompaniment, the logical puzzles, two escape scenarios, and best of all the English translation. Relax and enjoy the mild escaping!

There's a picture of a donkey and a key next to the door. If you click it, it wobbles and reveals a symbol on the lower right.

You can look at the plant, but there doesn't seem to be anything you can get.

The door is, naturally, locked.

Cabinet view

On the left, there's an aquarium with some sort of critter in it.

On the right, there's a wooden box that's tightly tied with string; looks like you'll need something to cut the string.

The left and middle doors are locked with keys. The right doors are screwed shut.

Window view

In the left corner, there's an office chair that spins if you click it.

In the right corner, there's a mailbox with something in it that you can't quite reach. Looks like you'll need both a key and a five-character or five-digit code.

Table view

On the left, there's a glass vase sort of thing. It has something in it, but it's attached to the table so you can't just upend it.

On the right, there's a contraption that has a perch, a flat spot, and a chair.

Solving

Chair

Explore the office chair some more. If you click it, it spins part way, then spins back. Keep clicking it so it turns all the way around. Whoops! Examine the base of the chair and get the knife.

Box

Use the knife to open the wooden box. Get the pumpkin, then lift the false bottom of the box and get the spade key.

Key

Check the various locked locations around the room to figure out what the spade key opens.

Ah, it's the middle doors of the cabinet. Get Mr. Birdy.

Mr. Birdy

Examine Mr. Birdy's hat. Get the diamond key.

Key

Again, figure out what the key opens by trying it in various places.

It opens the left doors. Get the screwdriver and note the code.

A1Z26

Screwdriver

Use the screwdriver to open the right doors.

Get Mr. Hippo.

Mr. Hippo

Examine Mr. Hippo and get the spoon from his mouth.

Knife, pumpkin, and spoon

Use the knife to cut the pumpkin in half, then use the spoon to scoop out the innards. Hey, look, it's a bowl.

Bowl

Use the makeshift bowl to get some water from the aquarium, then pour it into the vase on the table. Get the club ("clover") key.

Key

There's only one place left for this key.

Try it on the mailbox. OK, so you need five digits, but where to get them?

Picture

Look at the wobbly picture. Apparently, the symbol that's revealed when you tilt it is the Japanese symbol for the post office, so the donkey and key are the key. Or maybe donkey minus key? That gray bar in the middle of the picture looks like a subtraction sign. Well, DONKEY - KEY = DON, and if A = 1 and Z = 26, then DON = 41514. That worked! Get the Mr. Top Hat figure.

Table

Look at the contraption on the table.

Put Mr. Birdy on the perch on the left, Mr. Hippo on the platform in the middle, and Mr. Top Hat on the chair on the right. Get the heart key.

Escaping

Normal end

Use the heart key to open the door and exit.

Happy coin end

Go back to the contraption on the table (if you're not still there, that is). Click the black platform that Mr. Hippo is standing on. It should tilt up to reveal a new 5-digit code, with the word COIN written above it. Put in the code (315914) and get the happy coin. Now you can use the heart key on the door and exit.

Posted by:
Reka |
July 13, 2014 7:43 PM

21 Comments

Found a knife and used it twice. Found a spade key and used it once. Found a Mr. Birdy, whom I can place in the obvious location, but I can also take him back, so perhaps there's something else to do with him first? I can wiggle a picture, and there's a symbol behind the bottom right corner, but I have no idea what it refers to. I have half a pumpkin. I have tried to use everything I have on everything I see. Halp?

The first clue is in the cabinet, the A1Z26 clue, which shows a simple number/alphabet substitution. A = 1, B = 2, etc. all the way through z = 26. The second clue is the wobbly picture, which shows a DONKEY minus a KEY, which is DONKEY - KEY = DON.

Do a simple substitution of numbers (D = 4, O = 15, N = 14) to get the five digit code needed to open the mailbox.

There's a picture of a donkey and a key next to the door. If you click it, it wobbles and reveals a symbol on the lower right.

You can look at the plant, but there doesn't seem to be anything you can get.

The door is, naturally, locked.

Cabinet view

On the left, there's an aquarium with some sort of critter in it.

On the right, there's a wooden box that's tightly tied with string; looks like you'll need something to cut the string.

The left and middle doors are locked with keys. The right doors are screwed shut.

Window view

In the left corner, there's an office chair that spins if you click it.

In the right corner, there's a mailbox with something in it that you can't quite reach. Looks like you'll need both a key and a five-character or five-digit code.

Table view

On the left, there's a glass vase sort of thing. It has something in it, but it's attached to the table so you can't just upend it.

On the right, there's a contraption that has a perch, a flat spot, and a chair.

Solving

Chair

Explore the office chair some more. If you click it, it spins part way, then spins back. Keep clicking it so it turns all the way around. Whoops! Examine the base of the chair and get the knife.

Box

Use the knife to open the wooden box. Get the pumpkin, then lift the false bottom of the box and get the spade key.

Key

Check the various locked locations around the room to figure out what the spade key opens.

Ah, it's the middle doors of the cabinet. Get Mr. Birdy.

Mr. Birdy

Examine Mr. Birdy's hat. Get the diamond key.

Key

Again, figure out what the key opens by trying it in various places.

It opens the left doors. Get the screwdriver and note the code.

A1Z26

Screwdriver

Use the screwdriver to open the right doors.

Get Mr. Hippo.

Mr. Hippo

Examine Mr. Hippo and get the spoon from his mouth.

Knife, pumpkin, and spoon

Use the knife to cut the pumpkin in half, then use the spoon to scoop out the innards. Hey, look, it's a bowl.

Bowl

Use the makeshift bowl to get some water from the aquarium, then pour it into the vase on the table. Get the club ("clover") key.

Key

There's only one place left for this key.

Try it on the mailbox. OK, so you need five digits, but where to get them?

Picture

Look at the wobbly picture. Apparently, the symbol that's revealed when you tilt it is the Japanese symbol for the post office, so the donkey and key are the key. Or maybe donkey minus key? That gray bar in the middle of the picture looks like a subtraction sign. Well, DONKEY - KEY = DON, and if A = 1 and Z = 26, then DON = 41514. That worked! Get the Mr. Top Hat figure.

Table

Look at the contraption on the table.

Put Mr. Birdy on the perch on the left, Mr. Hippo on the platform in the middle, and Mr. Top Hat on the chair on the right. Get the heart key.

Escaping

Normal end

Use the heart key to open the door and exit.

Happy coin end

Go back to the contraption on the table (if you're not still there, that is). Click the black platform that Mr. Hippo is standing on. It should tilt up to reveal a new 5-digit code, with the word COIN written above it. Put in the code (315914) and get the happy coin. Now you can use the heart key on the door and exit.

That picture puzzle was something I probably wouldn't have gotten on a regular day. But, today I'm helped by Russian nesting doll aftereffects. I went back and checked if the Japanese version still used the same clue and it does, which I bet causes quite an angry stir in the Japanese forums.

something that Japanese folks would recognize as being related to mailboxes. The whole time I was expecting the mailbox to tell me a sequence for shaking the picture open but instead it just means to use the clue on the picture to open the mailbox.

the spoon inside Mister Hippo's mouth just by clicking in there, but I didn't really see anything in his mouth at all. I went back and tried again to see the spoon before I picked it up but even after looking really close, it's only just barely visible. I get that there is a throat hole there, but you can't really make it out. Especially after you remove the spoon. It becomes practically invisible.

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